Gōichi Suda,Arriva in Occidente the 25Th Ward

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Travis Strikes Again: No More Heroes “Non ci sono più gli eroi di una volta”, cantavano gliStranglers nell’ormai lontano 1977, quegli stessi eroi che hanno ispirato intere generazioni e alimentato fantasiose leggende tramandate di padre in figlio fino a diventare parte e sostanza di una storia alternativa forse più accessibile, ma non per questo priva di una profonda rete di significati e simboli che per certi versi risultano più tangibili di qualsiasi altra entità materiale. Tutto questo preambolo per dirvi che Travis Touchdown non è più l’uomo di una volta, appesantito dalla violenza perennemente costante nella sua vita. D’altro canto è un assassino, e nessuno di noi è chiamato a scegliere ciò che siamo: lo siamo e basta. Ed è per questo che l’unica maniera per rifugiarsi lontano dalla realtà a volte è quella di fuggire dalla stessa, magari viaggiando verso il Texas a bordo di un camper in compagnia dei nostri videogiochi preferiti. Ma il passato è duro a morire ed è inevitabile portarsi dietro qualche strascico, specialmente se sei un killer professionista. Così la quiete appena conquistata viene turbata dalla visita inaspettata diBadman , anche lui alla ricerca disperata di un lieto fine per i suoi tormenti. Portatore di un odio smisurato nei confronti del nostro Travis, reo di aver ucciso senza pietà la figlia Badgirl incontrata durante la sua prima scalata nell’olimpo degli assassini, Badman si ritrova suo malgrado ingarbugliato in una brutta faccenda: la console a cui Travis si diletta a giocare ai videogame è la terribileDeath Drive MK-II, una pericolosa arma di distruzione di massa in grado di trascinare i nostri eroi all’interno del software e rendere un incubo lisergico partorito dalla mente malsana di Suda 51 quello che fino a pochi attimi prima era un innocuo passatempo elettronico. Queste sono a grandi linee le premesse dello spin off di No More Heroes, uscito in esclusiva su Nintendo Switch con un grande carico di aspettative da parte dei fan. Ma uno strano presentimento aleggiava nell’aria sin dai primi trailer mostrati al pubblico. Quello che abbiamo avuto modo di vedere non era esattamente quanto ci potessimo aspettare da un nuovo capitolo della avventure di Travis ma fu Gōichi Suda in persona a ribadire a più riprese che questo Travis Strikes Again non sarebbe stato un titolo canonico ma un passaggio obbligato verso il compimento di una possibile (?) trilogia. È andato tutto per il verso giusto? NO MORE HEROES ANYMORE Iniziamo subito con l’affermare un concetto: il modo migliore per capire l’idea dietro questo spin-off è conoscere l‘iter creativo alla base. Può sembrare una banalità, ma è sempre un bene ribadirlo in virtù del fatto che stiamo parlando di un gioco di Gōichi Suda, dove alle volte scelte stilistiche o di gameplay vanno al di là di esigenze puramente commerciali o di budget, e mai come in questo caso. Dopo l’esperienza passata in Electronic Arts in compagnia del maestro Shinji Mikami che ha visto trasformare il suo titolo più ambizioso – quel Shadow of the Damned nato da un dream team di nomi illustri – in un semplice action shooter in terza persona più volte rimaneggiato e castrato dai produttori, il buon Suda ha preso prepotentemente le distanze da un modo di concepire l’intrattenimento videoludico come forma di ricavo economico sicuro e calcolato che si tiene alla larga dal correre rischi attraverso meccaniche collaudate pronte per il mercato. Parliamo di un game designer che ha imparato a proprie spese cosa voglia dire lavorare per un colosso come Electronic Arts, nel quale per forza di cose è necessario comprimere gran parte della propria libertà autoriale. Il bisogno di tornare sui propri passi è stato la causa diretta del suo ritiro dalle scene per otto lunghi anni, durante i quali ha potuto trovare una nuova fonte di ispirazione e in qualche maniera una rinnovata fiducia verso un settore ormai pigro e disincantato. Il mercato dei giochi indipendenti occidentali, o che a dir si voglia indie, è stato per Suda il trampolino di lancio verso una rinascita artistica ed è proprio qui che si colloca lo sviluppo di Travis Strikes Again. Ripartire in piccolo con un budget contenuto, ma con una consapevolezza di se stessi più forte che in passato, con la voglia di sperimentare e andare al di là dei generi fino ad ora conosciuti, creando qualcosa di indefinibile ma allo stesso tempo alla portata di tutti, significa creare un gioco d’avanguardia e un dichiarato atto d’amore verso le produzioni indipendenti che ormai regnano negli store digitali. Ma le sole buone intenzioni non bastano a creare un buon videogame. MOE~ Il gioco nella sua semplice struttura può essere divisa in due diverse fasi: la prima è quella dove si sostanzia il gameplay vero e proprio, ambientata totalmente dentro i software della demoniaca console da salotto del nostro Travis. Ci troviamo lì innanzi a un hack ‘n slash vecchia maniera, dove tempismo e riflessi risultano essere l’arma vincente per districarsi nelle caotiche situazione create dagli sviluppatori. Per combattere avremo dalla nostra laBeam Katana, entrata pienamente di diritto nell’immaginario della serie. Gli attacchi di Travis si traducono principalmente inleggero , utile per eliminare facilmente e velocemente grossi agglomerati di nemici, epesante , che dovrà essere sapientemente dosato, ma in grado di causare ingenti danni ai nemici singoli. Per ogni attacco inferto, la barra energetica della vostra spada andrà esaurendosi fino alla completa inibizione dell’arma, motivo per il quale sarete costretti a prendere un attimo di respiro per ricaricare l’arma attraverso un movimento (abbastanza ammiccante) del vostroJoy-con (parlando della versione per Nintendo Switch). Per variare queste semplici meccaniche di base, il giocatore avrà a disposizione diversi attacchi speciali sbloccabili durante la run in anfratti nascosti dei livelli o subito dopo una boss fight. Aggiungono dinamismo e un pizzico di strategia ai combattimenti ma alcuni di questi sono totalmente trascurabili ai fini dell’avanzamento. I nemici principali sono costituiti dai Bug, creature antropomorfe che nel loro particolare design richiamano fortemente gli Haven Smile di Killer 7. Potrete recuperare le vostre forze da un venditore ambulante di ramen che vi presenterà un piatto diverso per ogni livello. Il gioco è tutto qui. Per tutta la durata del titolo gli sviluppatori si propongono di conferire un minimo di varietà alle situazioni che mandano avanti il plot e, a essere sinceri, certe volte ci riescono brillantemente trovando delle soluzioni sorprendenti e simpatiche, tutto ciò però a discapito delle coerenza interna, rendendo di fatto il proseguimento un po’ troppo sfilacciato e poco uniforme, aspetto che caratterizza la maggior parte dei giochi diGrasshopper Manufacture, ma che può risultare indigesto per un pubblico più eterogeneo. In questo senso, i continui omaggi e rimandi ai titoli indie (ma non solo) più importanti del settore, oltre che alle numeroseautocitazioni del designer (che arriva a inserire se stesso come uno dei villain) risultano in un primo momento apprezzabili e con un loro senso all’interno della trama, ma con l’avanzare delle ore di gioco verranno a noia molto facilmente. Ovviamente la possibilità di giocare insieme a un amico in locale alza l’asticella del divertimento, sempre che riusciate a trovare qualcuno capace di sopportare la tediosa ripetitività di fondo dell’avventura, ingigantita ulteriormente dalla struttura a corridoio dei livelli. Insomma, la maggior parte del tempo lo passerete avanzando attraverso percorsi fin troppo elementari e poco stimolanti. La seconda fase probabilmente peserà come un macigno a tutti quei giocatori che non hanno una spiccata passione per gli infiniti blocchi di testo. In buona sostanza il buon Gōichi ha pensato bene di mandare avanti la trama del gioco tramite schermate di testo in 8 bit sulla falsa riga di un Metal Gear Solid qualsiasi. La scrittura dei dialoghi e la caratterizzazione dei personaggi secondari è in pieno stile Suda51, piacevole e divertente, e il designer spesso gioca su questa particolare scelta stilistica; col passare delle schermate e delle parole si insinua un pensiero lancinante, ovvero che lo scherzo e l’autoironia possa trasformarsi in un mea culpa non troppo velato dettato da un budget risicato e da tempi di produzione stringenti, che di certo non è una buona giustificazione per coprire la svogliatezza con la quale sono stati realizzati certi aspetti del gioco, ma questo argomento lo approfondiremo più avanti. Queste due fasi distinte del gioco sono intervallate da un HUB centrale rappresentato dal camper dove Travis trascorre le sue notti solitarie in compagnia diHotline Miami (a quanto pare molto amato da Suda). Qui potrete scegliere il vostro vestiario preferito scegliendo tra numerose T-shirt a tema videogame, in continuo aggiornamento tramite update, potretesalvare i vostri progressi andando al bagno e dare una votazione tramite il web al ramen ingurgitato durante le vostre avventure all’interno della Death Drive MK-II. What happened to the Hero? Se già la ripetitività di fondo ha fatto storcere il naso, le cose non vanno meglio con ilcomparto grafico del titolo. Le potenzialità dello sbandieratoUnreal Ungine 4 con il quale i ragazzi capitanati da Suda hanno imbastito le fondamenta del gioco (tanto da inserirlo come skin delle t- shirt selezionabili) non vengonominimamente sfruttate. A fronte di ristrettezze economiche produttive è più che lecito chiudere un occhio sulle diverse magagne tecniche riscontrate durante la partita, ma qui ci troviamo di fronte a una totalemancanza di idee e originalità, salvo alcuni particolari casi; fondali e pattern ripetuti in un eterno loop con una pochezza di poligoni imbarazzante. La cosa fa ancora più rabbia nel momento in cui a livello stilistico il gioco è al 100% made in Suda 51, con i suoi continui richiami a un certo tipo di estetica vintage di indubbio fascino.
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  • EA and Grasshopper Manufacture Announce Shadows of the Damned

    EA and Grasshopper Manufacture Announce Shadows of the Damned

    EA and Grasshopper Manufacture Announce Shadows of the Damned Iconic Japanese Developers Suda51 and Shinji Mikami Take Gamers on a Twisted Journey Through a Demented Underworld REDWOOD CITY, Calif., Sep 15, 2010 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and legendary Japanese developer Grasshopper Manufacture today revealed Shadows of the Damned, an all-new psychological action thriller game from executive director Suda51 (director of No More HeroesTM), creative producer Shinji Mikami (director of Resident Evil(R)) and music composer Akira Yamaoka (sound director of Silent HillTM). Shadows of the Damned follows a demon hunter deep into a hyper-twisted re-imagining of hell where he must rescue the love of his life by defeating the armies of darkness with the power of the light. Shadows of the Damned is scheduled for release in the summer of 2011 on the Xbox 360(R) videogame and entertainment system and PlayStation(R)3 computer entertainment system. "We are excited to finally take the cover off our latest project and invite gamers from around the globe to experience this new, warped world we have created," said Goichi Suda, CEO of Grasshopper Manufacture. "By partnering with EA, a publisher that truly shares our commitment to quality and innovation, we have been able to develop Shadows of the Damned according to our ambitious vision while creating an entertainment property we believe will appeal to a global audience." "With Shadows of the Damned, gamers will fight for love in the most difficult arena imaginable ... hell," said Shinji Mikami, Creative Producer of Shadows of the Damned. "Players will find themselves surrounded by demons set on destroying their heart and soul.
  • Week 2: Game Theory // History & Origins // Industry Stats

    Week 2: Game Theory // History & Origins // Industry Stats

    NMED 3300(A) // Theory and Aesthetics of Digital Games Friday Genre Discussions / Play Sessions Schedule, Spring 2016 Mondays and Wednesdays will consist of lectures. Fridays will be broken into two sessions. The first will take place in W866 where we will discuss particular genres and look at select examples. The second session will take place in W560 and will consist of hands-on gameplay (1 hour) of the games covered earlier in class. Some Rules for W560 Usage: 1. Please be considerate of others in the lab and those working in adjacent offices/classrooms by keeping noise to a minimum, 2. Please note that food and drink are not allowed in W560, except water if it is contained in a non-spillable container (with a screw-top or sealable cap) 3. Only students with official access are allowed in these labs (you cannot bring friends into the lab, sorry), 4. Please be gentle with equipment, consoles, and peripherals as a lot of the equipment is David’s personal property and much of the equipment is old and getting more difficult (if not impossible) to replace. 5. Finally, do not leave discs in consoles and make sure consoles and televisions are turned off when you are finished and that the area where you were working is clean and tidy. Notes on Gameplay Sessions in W560: Please keep the volume of the monitors and verbalizations to a minimum. Have a look at each of the games listed for that week’s gameplay sessions by consulting reviews/criticism, gameplay video, screenshots. As many games are released on multiple platforms and are often emulated, make sure you are viewing information for the correct version (platform, year).